Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.6.0

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.6.6

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 711% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.

Class Talents

Cursed / Gloom

1.30

Effective talent level: 6.5Use mode: SustainedRange: 3Cooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: A terrible gloom surrounds you, affecting all those who approach to within radius 3. At the end of each game turn, those caught in your gloom must save against your Mindpower, or have a 15% chance to suffer from slowness (30%), stun or confusion (30%) for 3 turns.
The chance increases with your mind speed.
This ability is innate, and carries no cost to activate or deactivate.
Each point in Gloom talents increases your Mindpower (current total: 49).

Gloom

5/5

Effective talent level: 6.5Use mode: PassiveIs: a mind powerDescription: Each turn, those caught in your gloom must save against your Mindpower, or have a 15% chance to be crippled by fear for 3 turns, reducing damage they inflict by -29%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
The chance increases with your mind speed.
Each point in Gloom talents increases your Mindpower (current total: 49).

Weakness

5/5

Effective talent level: 6.5Use mode: PassiveIs: a mind powerDescription: Every time you act, all enemies in your gloom take 16.18 mind damage and 17.80 darkness damage.
The damage scales with your Mindpower.
Each point in Gloom talents increases your Mindpower (current total: 49).

Mindrot

5/5

Effective talent level: 6.5Use mode: PassiveIs: a mind powerDescription: Your gloom has become a sanctuary from the outside world. Damage from any attack that originates beyond the boundary of your gloom is reduced by 28%.
Each point in Gloom talents increases your Mindpower (current total: 49).

Sanctuary

5/5

Cursed / Predator

1.30

Effective talent level: 1.3Use mode: PassiveDescription: Improve your predation by learning from past hunts. You gain 0.30 accuracy and 0.15 armor penetration against foes for each foe of that type you have previously slain, to a maximum of 15 accuracy and 7 apr.

Predator

1/5

Effective talent level: 1.3Use mode: SustainedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Upon making a critical melee attack the savagery of your predation causes a Cursed Miasma to begin permeating your hunting grounds.
The miasma will seep from 3 locations, including your own, within radius 4, deals 28.39 damage split between Darkness and Mind and blocks sight.
Prey lost within your miasma have a 6% chance to lose track of you and may mistake friends for foe.
Savage Hunter costs 8 Hate on trigger and does not trigger when you're in Cursed Miasma.

Savage Hunter

1/5

Effective talent level: 1.3Use mode: PassiveDescription: While shrouded in cursed miasma you gain stealth (32 power) and 34 physical power.
The stealth power and physical power will increase with your mindpower.

Shrouded Hunter

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Focus your predation on the most worthy prey. Upon entering a level for the first time, up to 1 foes are marked as your prey. You gain vision of them, wherever they are. Additionally, all damage you receive from their subtype is reduced by 0%.

Mark Prey

0/5

Cursed / Rampage

1.30

Effective talent level: 6.5Use mode: ActivatedHate cost: 18.5Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +367% movement speed.
Rampage Bonus: +59% attack speed.
Rampage Bonus: +59% mind speed.

Effective talent level: 1.3Use mode: PassiveDescription: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 18 damage each turn during your rampage. If you shrug off more than 74 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength.

Tenacity

1/5

Effective talent level: 0.0Use mode: ActivatedHate cost: 3.7Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While rampaging, you slam up to 2 adjacent opponents, stunning them for 2 turns and damaging them for between 4 and 8 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power.

Slam

0/5

Cursed / Strife

1.30

Effective talent level: 1.3Use mode: ActivatedHate cost: 4.9Range: 2Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 3 turns and vulnerable to attacks. They will lose 11 Armour, 16 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower.

This talent will also attack with your shield, if you have one equipped.

Dominate

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your preternatural senses aid you in your hunt for the next victim. You sense foes in a radius of 0.0. You will always sense a stalked victim in a radius of 10.
Also increases stealth detection by 0 and invisibility detection by 0.
Stealth and invisibility detection improves with your Willpower

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Rather than hide from the onslaught, you face down every threat. While active you have a 3% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength and by 20% when equipped with a shield.

Repel

0/5

Cursed / Endless hunt

1.30

Effective talent level: 6.5Use mode: SustainedRange: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +21 Accuracy, +10% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +30 Accuracy, +19% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +37 Accuracy, +29% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength.

This talent will also attack with your shield, if you have one equipped.

Harass Prey

1/5

Effective talent level: 0.0Use mode: ActivatedHate cost: 2.5Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 5 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 5% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 3 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower.

Effective talent level: 2.4Use mode: ActivatedRange: 4Cooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Curse the earth around you in a radius of 4 for 5 turns. Any who stand upon it are weakened, reducing the damage they inflict by 34%

Ruined Earth

2/5

Effective talent level: 6.0Use mode: ActivatedRange: 5Cooldown: 40Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Instill a part of your living curse into a weapon in your inventory, and toss it nearby. This nearly impervious sentry will attack all nearby enemies for 17 turns. When the curse ends, the weapon will drop to the ground.
Cursed Sentry attack speed (currently 154%) will improve with talent level.
When you first select a weapon, it will be remembered and used as long as it's in your inventory. Use Choose Cursed Sentry talent to alter your selection.
At talent level 3, you get the ability to afflict powerful mundane objects (greater egos).
At talent level 5, you can corrupt artifacts.

Cursed Sentry

5/5

Cursed / Cursed form

1.00

Effective talent level: 1.0Use mode: PassiveIs: a mind powerDescription: Your body's strength is fed by your hatred. This causes most forms of healing to be between 50% effective (at 0 Hate) to 100% effective (at 100+ Hate). In addition, after each kill, you store the waning life force to invigorate yourself, restoring 37 life (limited by the foe's maximum life, up to a maximum of 83 at any time). You can heal no more than 21.1 life per turn this way, and it is not affected by your hatred level or other effects.
Healing from kills improves with your Willpower.

Effective talent level: 0.0Use mode: PassiveIs: a mind powerDescription: You have learned to hold onto your hate and use your suffering to fuel your body's rage. Every turn you take damage, the damage you inflict increases, until it reaches a maximum of +7% after 5 turns. Any turn in which you do not take damage will reduce the bonus.

Seethe

0/5

Effective talent level: 0.0Use mode: PassiveIs: a mind powerDescription: You rise to meet the pain that others would inflict on you. Every turn you take damage, your Strength and Willpower increase until they reach a maximum of +1 after 5 turns. Any turn in which you do not take damage will reduce the bonus. While in effect, your body also has a 6% chance to overcome poisons and diseases each turn.

Grim Resolve

0/5

Wild-gift / Mindstar mastery

1.20

Effective talent level: 6.0Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind power and a nature giftDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.87, their armour penetration by 1.90 and mindpower, willpower and cunning by 1.87.
Also passively increases weapon damage by 73% and physical power by 30 when using mindstars.

Psiblades

5/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind power and a nature giftDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 17% and dealing 2.11 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Thorn Grab

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind power and a nature giftDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 7.64 per turn (cumulative).
All allies hit will be covered in leaves, granting them 12% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1.00).

Leaves Tide

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind power and a nature giftDescription: You hit a foe with your mainhand psiblade doing 250% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 70. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 11, Armour hardiness by 51%, and reduces the chance melee or ranged attacks critically hit you by 15% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 6.5Use mode: PassiveDescription: Increases weapon damage by 76% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Wild-gift / Antimagic

1.00

Effective talent level: 1.0Use mode: PassiveIs: an antimagic ability, a mind power and a nature giftDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
When you are hit by hostile non-physical, non-mind damage you gain 17% resistance to that element for 7 turns.
At talent level 3, the bonus resistance may apply to 3 elements, refreshing the duration with each element added.
Additionally, each time you take non-physical, non-mind damage, your equilibrium will decrease and stamina increase by 1.00.
The effects will increase with the greater of your Mindpower or Physical power and the bonus resistance can be a mental crit.

Resolve

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: 6Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: an antimagic ability, a mind power and a nature giftDescription: Let out a burst of sound that silences for 3 turns all those affected in a radius of 3.
Each turn for 6 turns the effected area will cause 8.56 manaburn damage to all creatures inside.
For each creature silenced your equilibrium is reduced by 0 (up to 5 times).
The damage and apply power will increase with the greater of your Mindpower or Physical power.

Learning this talent will let your Nature damage and penetration bonuses apply to all Manaburn damage regardless of source.

Antimagic Zone

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 30Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: an antimagic ability, a mind power and a nature giftDescription: Surround yourself with a shield that will absorb at most 7 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a standard Equilibrium check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: an antimagic ability, a mind power and a nature giftDescription: Drain 39 mana, 20 vim, 10 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

0/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: You know how to protect yourself with the deepest shadows. As long as you stand on an unlit tile you gain 30 armour, 50% armour hardiness, and 20% evasion.
Any time you deal darkness damage, you will unlight both the target tile and yours.
Passively increases your stealth rating by 30.
The armor bonus scales with your Constitution.

Armour of Shadows

1/1

Effects

talent

Stalk

talent

Gloom

talent

Psiblades

talent

Savage Hunter

beneficial effect

You feel your grip on reality slipping.Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion ImmunityPower 1+: Unleashed: +6% critical damage, +9% off-hand weapon damagePower 2+: -1 Luck, +3 DexterityPower 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them.Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1.

Curse of Madness (power 2.0)

detrimental effect

Reduces global action speed by 70%.

Slow

detrimental effect

The more you use infusions, the longer they will take to recharge (+3 cooldowns).

Infusion Saturation

beneficial effect

A flow of life spins around the target, regenerating 74.92 life per turn.

Regeneration

beneficial effect

You gain 17% resistance against acid.

Resolve

beneficial effect

An aura of death surrounds you.Penalty : Fear of Death: -5% resistance against damage from the undead.Power 1+: Power over Death: +8% damage against the undead.Power 2+: -1 Luck, +3 Strength, +3 MagicPower 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% healthPower 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.

A shroud of darkness seems to fall across your path.Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns.Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See InvisiblePower 2+: -1 Luck, +5 ConstitutionPower 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement.Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.

Curse of Shrouds (power 3.0)

beneficial effect

Horrible visions fill your mind.Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested.Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical ResistancePower 2+: -1 Luck, +9 WillpowerPower 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 56 mind and 61 darkness damage.Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 81 Mind damage, and deal 89 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time.

Curse of Nightmares (power 5.0): 0%

detrimental effect

The target is infected by a disease, reducing its strength by 14 and doing 27.76 blight damage per turn.

Weakness Disease

beneficial effect

Mayhem and destruction seem to follow you.Penalty : Lost Fortune: You seem to find less gold in your journeys.Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps).Power 2+: -1 Luck, +7 CunningPower 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion).Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent.

Curse of Misfortune (power 4.0)

detrimental effect

The target is maimed, unable to correctly wield a weapon.

Disarmed

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.
As a reward you improved talent Nature's Touch (+1 level(s)).

Escort: injured seer (level 2 of Old Forest)

done

You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest.
As a reward you improved Willpower by +5.

Escort: lost defiler (level 1 of Old Forest)

done

You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.
As a reward you improved Willpower by +5.

Escort: lost defiler (level 3 of Trollmire)

done

You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.
As a reward you improved Strength by +5.

Escort: lost warrior (level 2 of Trollmire)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

You have begun to look for a way to overcome the curse that afflicts you.
You have found a small iron acorn which you keep as a reminder of your past.
You have destroyed the merchant caravan that you once considered family.
Kyless, the one who brought the curse, is dead by your hand.
Berethh is dead, may he rest in peace.
Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present.

Keepsake

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* The fortress shadow has asked that you come back as soon as possible.

The fortress's current energy level is: 19.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed sandworm tooth. * You've found the needed warg claw.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

When wielded/worn:
Defense: +6 (+3 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+4 eff.)
Maximum stamina: +25.00Curse of MisfortuneIt can be used to activate talent Shadowstep (costing 50 power out of 5/50) :Effective talent level: 2.0Power cost: 50 out of 5/50.Range: 7Travel Speed: instantaneousIs: a spellDescription: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.

A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
Though clearly a powerful piece, it must once have been much greater.

Borfast's Cage (Corpses) (10 def, 20 armour)

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 21Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 38Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to endure even the most grievous of wounds for 7 turns.
While Heroism is active, you will only die when reaching -353 life.
The duration and life will increase by 1% for every 1% life you have lost (currently 726 life, 14 duration)
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20

Activation costs 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

Home sweet home (Nightmare (Roguelike) difficulty)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Arintai the Cornac Cursed level 2610th Pyre 123rd year of Ascendancy at 21:02see stats

Level 10 (Nightmare (Roguelike) difficulty)Got a character to level 10.
By Arintai the Cornac Cursed level 1019th Haze 122nd year of Ascendancy at 11:33see stats

Level 20 (Nightmare (Roguelike) difficulty)Got a character to level 20.
By Arintai the Cornac Cursed level 2060th Regrowth 123rd year of Ascendancy at 09:08see stats

Rescuer of the lost (Nightmare (Roguelike) difficulty)Rescued the merchant from the assassin lord.
By Arintai the Cornac Cursed level 1573rd Haze 122nd year of Ascendancy at 08:09see stats

The Restless Dead (Nightmare (Roguelike) difficulty)Disturbed an old battlefield and survived the consequences.
By Arintai the Cornac Cursed level 1242nd Haze 122nd year of Ascendancy at 13:50see stats

The Right thing to do (Nightmare (Roguelike) difficulty)Did the righteous thing in the ring of blood and disposed of the Blood Master.
By Arintai the Cornac Cursed level 1610th Allure 123rd year of Ascendancy at 05:49see stats